For those of you playing the Campaign game using 3.2.x, you may have noticed that it is broken in a variety of places.

Well, we have a few contributors who have took it upon themselves to help convert the Campaign game.You will find their work in this thread: viewtopic.php?f=35&t=11872

However, we need lots of testing, to make sure the Campaign is solid, as it was in the past, so, if you have time, then please help us test the Campaign.Please read this post: viewtopic.php?f=35&t=11872&p=135811#p135790and download the .wz file located there (download/file.php?id=16375), and then use that file as a mod, and start playing Campaign games like you would before.We need to know:A) If it is a direct copy of how the Campaign mission is supposed to work as it did in the past.B) If you run into any bugs.C) Test saving & loading on missions and away missions to make sure those work as well.D) Try breaking things. E) Performance issues.

Once these have been debugged, the plan is to out them into the repo in time for the next release.Oh, and feel free to report bugs in that thread, or, you may report things in this thread.

If you can get a zipped savegame with steps to reproduce a crash or a misbehavior, it'd be awesome.

If you see a script crash that you cannot reproduce with a saved game, please attach full log. The most important info is usually in the beginning of the log, while the repeated messages later in the log are often useless.

Your logs become even more useful if you enable cheats during the game (even if you're not really using them).

List of Alpha missions that need testing: 1-1(s)/1-c/1-ca/1-5(s)/1-ac/1-7(s)/1-d(s)/cam1end. Also If there are any noticeable changes in how the mission used to be or in regards to difficulty then please report your findings.

Scavengers should have Kevlar vests starting at 1-c and the 1-ca mission transporter should no longer attack the player. I also recommend keeping multiple saves per level and at least one on the pre-offworld missions.

Ill have a look. 1-c got broken when i rushed NP bases at the same time,probably scripts couldnt handle it heh. ill have a look for the log. Any chance you can post fix for beta? cant continue with out it.

*edit* interesting... looks like it didnt saved the log. Weird but i remember it was doing in the original builds too. had to roll back the save game and take it slow.

"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G

Fresh from my campaignJS testing branch. Includes fixes for 2-1 (and adds the unused base blips for this mission), adds 2-c/2-5(s)/2-d(s)/2-6(s). Be aware that I have not tested the missions after 2-c as much as I would like, however I have not found any game breaking bugs in those scripts.

Note for testers: Do not use the deity cheat since it will break some things and log errors that should not happen. Also download the campaign videos to prevent unnecessary debug warnings (and confirm video sequences are ordered properly).

known bugs (not harmful):*one of the video sequences for 2-5s will complain about a missing directory and the first video sequence for Beta campaign has some missing text (the videos play fine).*2-1 transport is missing the sensor lock on animation after rescuing it.*1-1s the power module must be built ('let me win' will not work).